- using System.Collections.Generic;
- using System.Text.Json;
- using Godot;
- public partial class GameApplication : Node2D
- {
- public static GameApplication Instance { get; private set; }
- /// <summary>
- /// 是否开启调试
- /// </summary>
- [Export] public bool Debug = false;
- /// <summary>
- /// 游戏渲染视口
- /// </summary>
- [Export] public SubViewport SubViewport;
- /// <summary>
- /// SubViewportContainer 组件
- /// </summary>
- [Export] public SubViewportContainer SubViewportContainer;
- /// <summary>
- /// 场景根节点
- /// </summary>
- [Export] public Node2D SceneRoot;
- /// <summary>
- /// 全局根节点
- /// </summary>
- [Export] public Node2D GlobalNodeRoot;
- /// <summary>
- /// 鼠标指针
- /// </summary>
- public Cursor Cursor { get; private set; }
- /// <summary>
- /// 游戏房间
- /// </summary>
- public RoomManager RoomManager { get; private set; }
- /// <summary>
- /// 房间配置
- /// </summary>
- public List<DungeonRoomSplit> RoomConfig { get; private set; }
- public GameApplication()
- {
- Instance = this;
- InitRoomConfig();
- //初始化 ActivityObject
- ActivityObject.InitActivity();
- }
- public override void _EnterTree()
- {
- //随机化种子
- //GD.Randomize();
- //固定帧率
- Engine.MaxFps = 60;
- //调试绘制开关
- ActivityObject.IsDebug = Debug;
- //Engine.TimeScale = 0.2f;
- //初始化ui
- UiManager.Init();
- // 初始化鼠标
- Input.MouseMode = Input.MouseModeEnum.Hidden;
- Cursor = ResourceManager.Load<PackedScene>(ResourcePath.prefab_Cursor_tscn).Instantiate<Cursor>();
- var cursorLayer = new CanvasLayer();
- cursorLayer.Name = "CursorLayer";
- cursorLayer.Layer = UiManager.GetUiLayer(UiLayer.Pop).Layer + 10;
- AddChild(cursorLayer);
- cursorLayer.AddChild(Cursor);
- //打开ui
- UiManager.Open_RoomUI();
- RoomManager = ResourceManager.Load<PackedScene>(ResourcePath.scene_Room_tscn).Instantiate<RoomManager>();
- SceneRoot.AddChild(RoomManager);
- }
- public override void _Process(double delta)
- {
- InputManager.Update((float)delta);
- }
- /// <summary>
- /// 将 viewport 以外的全局坐标 转换成 viewport 内的全局坐标
- /// </summary>
- public Vector2 GlobalToViewPosition(Vector2 globalPos)
- {
- //return globalPos;
- return globalPos / GameConfig.WindowScale - (GameConfig.ViewportSize / 2) + GameCamera.Main.GlobalPosition;
- }
- /// <summary>
- /// 将 viewport 以内的全局坐标 转换成 viewport 外的全局坐标
- /// </summary>
- public Vector2 ViewToGlobalPosition(Vector2 viewPos)
- {
- // 3.5写法
- //return (viewPos - GameCamera.Main.GlobalPosition + (GameConfig.ViewportSize / 2)) * GameConfig.WindowScale - GameCamera.Main.SubPixelPosition;
- return (viewPos - (GameCamera.Main.GlobalPosition + GameCamera.Main.Offset) + (GameConfig.ViewportSize / 2)) * GameConfig.WindowScale;
- }
- //初始化房间配置
- private void InitRoomConfig()
- {
- //加载房间配置信息
- var file = FileAccess.Open(ResourcePath.resource_map_RoomConfig_json, FileAccess.ModeFlags.Read);
- var asText = file.GetAsText();
- RoomConfig = JsonSerializer.Deserialize<List<DungeonRoomSplit>>(asText);
- file.Dispose();
- }
- }